Fine-Motion Virtual-Reality or Augmented-Reality Control Using Radar

ABSTRACT

This document describes techniques for fine-motion virtual-reality or augmented-reality control using radar. These techniques enable small motions and displacements to be tracked, even in the millimeter or sub-millimeter scale, for user control actions even when those actions are small, fast, or obscured due to darkness or varying light. Further, these techniques enable fine resolution and real-time control, unlike conventional RF-tracking or optical-tracking techniques.

RELATED APPLICATION

This application is a continuation of U.S. application Ser. No. 15/287,253, titled “Fine-Motion Virtual-Reality or Augmented-Reality Control Using Radar”, filed on Oct. 6, 2016, which claims priority under 35 U.S.C. § 119(e) to U.S. Provisional Patent Application Ser. No. 62/237,975, titled “Signal Processing and Gesture Recognition”, filed on Oct. 6, 2015, the disclosures of which are incorporated by reference herein in their entirety.

BACKGROUND

Current virtual reality (VR) and augmented reality (AR) often use visual tracking of large-body movements. Visual tracking uses optical or infrared cameras to track major body motions to control a user's VR or AR environment. These cameras, however, suffer from inadequate spatial resolution and sensitivity to light and darkness.

Some VR and AR systems use hand-held controllers. These controllers, however, do not permit the great breadth of control that is often desired to control a VR/AR world, as they are limited by the number and orientation of buttons or inadequate motion-sensing sensors, such as accelerometers. Further, hand-held controllers often are nearly worthless for VR, as in VR it is desirable to know a user's body and hand orientation within the VR world, which hand-held controllers do not provide.

A partial solution to this problem involves radio-frequency (RF) techniques that track a point on a moving object. These current RF techniques, however, struggle to determine small motions without having large, complex, or expensive radar systems due to the resolution of the radar tracking system being constrained by the hardware of the radar system.

SUMMARY

This document describes techniques for fine-motion virtual-reality or augmented-reality control using radar. These techniques enable small motions and displacements to be tracked, even in the millimeter or sub-millimeter scale, for user control actions even when those actions are small, fast, or obscured due to darkness or varying light. Further, these techniques enable fine resolution and real-time control, unlike conventional RF-tracking or optical-tracking techniques.

This summary is provided to introduce simplified concepts concerning fine-motion virtual-reality or augmented-reality control using radar, which is further described below in the Detailed Description. This summary is not intended to identify essential features of the claimed subject matter, nor is it intended for use in determining the scope of the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of techniques and devices for fine-motion virtual-reality or augmented-reality (VR/AR) control using radar are described with reference to the following drawings. The same numbers are used throughout the drawings to reference like features and components:

FIG. 1 illustrates two example cases in which fine-motion VR/AR control using radar can be used, in the first example a user performs an in-the-air movement in a virtual world to alter a virtual VR/AR controller, and in the second example a user acts to select virtual buttons in an augmented-reality environment.

FIG. 2 illustrates an example implementation of the computing devices of FIG. 1 in greater detail, including setting out a radar system and various modules enabling the techniques.

FIG. 3 illustrates a hand acting within a provided radar field, as well as an example radar system and computing device.

FIG. 4 illustrates an example method for fine-motion VR/AR control using radar.

FIG. 5 illustrates a simple example of RF source-wave propagation and a corresponding reflected-wave propagation.

FIG. 6. illustrates an example environment in which multiple antenna are used to receive information about a target object.

FIG. 7 illustrates an example computing system embodying, or in which techniques may be implemented that enable use of, fine-motion VR/AR control using radar.

DETAILED DESCRIPTION

Overview

Techniques are described herein that enable fine-motion VR/AR control using radar. These techniques enable small motions and displacements to be tracked, even in the millimeter or sub-millimeter scale, for user control actions in the VR/AR world.

Consider, for example, a conventional optical or IR camera-enabled tracking system for VR/AR environments. Users often prefer that control in the VR/AR world be in-the-air, or performed without a need for a physical object to be manipulated. Thus, use of a track pad, game controller, mouse, keyboard, and the like are not preferred, as they interfere with the feel of the VR/AR world. Nothing quite pulls a user out of the VR/AR experience as a real-world controller reminding the user that the experience is simulated. Further, use of a real-world controller, even a simple one, requires that the user have such a controller with them to enable that control. Many users do not wish to carry objects for control, especially in an AR environment—users just want it work as is.

Partial solutions to using physical controllers in the VR/AR control involve in-the-air gestures, but current techniques permit only large-body motions, with little ability to make fine-motion control. Further, current techniques can be sensitive to background movements, lighting variances, occlusions, and differences in types of users or their clothing. These partial solutions fail to permit fine control, and, for the VR world, a user represented by these conventional systems will not show finger orientation, finger movement, clothing movement or detail, as the resolution and these conventional optical or IR cameras is simply insufficient.

Consider, in addition to optical tracking techniques, a conventional RF system for tracking motions and objects. The resolution of these conventional RF systems is constrained by their antenna-beam width and bandwidth, both of which are based on the hardware of the conventional radar system. While somewhat better resolution can be obtained through multiple antennas, this increases complexity and cost while increasing lag-time between an action and that action being shown or its control made to the game or VR/AR world. Even with a dozen antennas, the resolution is inferior to a single antenna using the disclosed techniques.

In contrast to these inferior conventional techniques, consider techniques for fine motion VR/AR control using radar, which overcome hardware limitations of conventional radar systems and conventional in-the-air movement recognition. Consider two examples illustrated in FIG. 1. In the first example, a user 102 is using fine-motion control 104 in a virtual-reality game, shown through VR computing device 106. Here the user 102 is manipulating a VR/AR controller 108. The VR/AR controller 108 is illustrated as the user 102 would see it in the virtual game world provided by looking through a VR display 110 (e.g., googles) of the VR computing device 106. The user's hands 112 are also shown in FIG. 1, though they are shown to the user 102 virtually. Here the user 102 sees his or her fingers turning a small wheel, with the small wheel changing appearance as it is turned. The fine-motion VR/AR techniques show the appearance changes and his or her fingers moving with fine resolution and in real time.

In the second example, a user 114 is using fine-motion control 116 in an augmented-reality environment, shown through AR computing spectacles 118. Here the user 114 is manipulating a VR/AR controller 120. The VR/AR controller 120 is illustrated as the user 114 would see it looking through a viewport 122 of the AR computing spectacles 118. The user's hands 124 are real hands, and thus they are not shown through the viewport 122. Here the user 114 sees his or her real fingers tapping a number pad, with the numbers on the number pad changing color (shown in part) as each is pressed to show that AR environment has correctly received the selections. Assume that the numbers are a phone number, which initiates a phone call through the AR computing spectacles 118, all without needing to touch a real object (many spectacles can make phone calls and include audio output and input, which here is assumed).

This document now turns to an example computing device in which fine-motion VR/AR control using radar can be used, and then follows with an example computing device, an example radio field and occluded portion of a user's hand, a method, example RF wave propagations, and ends with an example computing system.

Example Computing Device

Having generally described example uses of fine motion VR/AR control using radar, now consider FIG. 2, which illustrates an example implementation of the virtual reality computing devices of FIG. 1 in greater detail. Computing device 202 represents any suitable type of computing device in which various embodiments can be implemented. In this example, various devices include, by way of example and not limitation: smart glasses 202-1 and virtual reality googles 202-2. These are merely examples for illustrative purposes—other suitable type of computing device can be utilized without departing from the scope of the claimed subject matter, such as a laptop, smartphone, smart watch, desktop, netbook, or dedicated gaming console with an appropriate associated VR or AR display.

The computing device 202 includes one or more computer processors 204 and computer-readable media 206. Applications 208 and/or an operating system (not shown) embodied as computer-readable instructions on the computer-readable media 206 can be executed by the processors 204 to invoke or interface with some or all of the functionalities described herein, such as through user control and VR/AR Application Programming Interfaces (APIs) 210. These applications 208 may include game applications, augmented reality programs, or virtual reality programs, through other programs may instead by used, such as to control media, web browsing, and so forth.

The user control and VR/AR APIs 210 (APIs 210) provide programming access into various routines and functionality incorporated into VR/AR radar system 212 (radar system 212). In some embodiments, the APIs 210 provide high-level access into the radar system 212 in order to abstract implementation details and/or hardware access from a calling program, request notifications related to identified events, query for results, and so forth. The APIs 210 can also provide low-level access to the radar system 212, where a calling program can control direct or partial hardware configuration of the radar system 212. In some cases, the APIs 210 provide programmatic access to input configuration parameters that configure transmit signals and/or select VR/AR or user-control recognition algorithms. These APIs enable programs, such as the applications 208, to incorporate the functionality provided by the radar system 212 into executable code. For instance, the applications 208 can call or invoke APIs 210 to register for, or request, an event notification when a particular fine-motion user control has been detected, enable or disable wireless gesture recognition in the computing device 202, and so forth. At times, the APIs 210 can access and/or include low-level hardware drivers that interface with hardware implementations of the radar system 212. Alternately or additionally, the APIs 210 can be used to access various algorithms that reside on the radar system 212 to configure algorithms, extract additional information (such as 3D tracking information, angular extent, reflectivity profiles from different aspects, correlations between transforms/features from different channels), change an operating mode of the radar system 212, and so forth.

The radar system 212 is shown separate from the computer-readable media 206, though it may contain computer-readable instructions. Thus, the radar system 212 can be implemented in part as a chip embedded within the computing device 202, such as a System-on-Chip (SoC), one or more Integrated Circuits (ICs), as a processor with embedded processor instructions, or configured to access processor instructions stored in memory, as hardware with embedded firmware, a printed circuit board with various hardware components, or any combination thereof. Here, the radar system 212 includes a radar-emitting element 214, one or more antennas 216, a digital signal processor 218, a machine-learning component 220, and a user-control and VR/AR library 222. In conjunction with fine-motion tracking module 224, VR/AR VR/AR control module 226, and/or user representation module 228 (each described below), the radar system 212 can enable advanced VR/AR control, even for millimeter-scale movements or small object movement (e.g., fingers, lips, tongue).

Generally, the radar-emitting element 214 is configured to provide a radar field. The radar field is configured to at least partially reflect off a target object. The radar field can also be configured to penetrate fabric or other obstructions and reflect from human tissue. These fabrics or obstructions can include wood, glass, plastic, cotton, wool, nylon and similar fibers, and so forth, while reflecting from human tissues, such as a person's hand. The radar field may also reflect from objects, such as a stylus, finger-worn ring, or bracelet.

A radar field can be a small size, such as 1 millimeter to 15 centimeters, moderate, such as 10 centimeters to 1.5 meters, or moderately large, such as 0.5 to 8 meters (or larger). It is to be appreciated that these sizes are merely for discussion purposes, and that any other suitable range can be used. The radar system 212 and modules 224, 226, or 228 can receive and process reflections of the radar field to provide large-body gestures based on reflections from human tissue caused by body, arm, or leg movements, either alone or in conjunction with small motions. Multiple radar fields can be used, or one field that enables determination of both small and large movements as noted below. Example uses of both large and small motion and position detection include determining a position of a user in three dimensions and large movements for the user, such as arm, leg, or a larger object's position or movement. These, along with small movements, such as fingers and the like, can be combined for realistic VR representations of the user or user control actions, like both moving an arm and rubbing two fingers together.

The antennas 216 receive RF signals. These antennas 216 (or a single antenna) can receive various types of reflections, such as a radar signal representing a superposition of reflections of two or more points within the radar field provided by the radar-emitting element 214 of the radar system 212. Often, a point will be obscured or optically occluded. Example occlusions include food, gloves, clothing, books, other electronic devices, and so forth. Furthermore, often one of these points will be visually obscured. A point on an object is visually obscured with the lighting of that point is dark or otherwise difficult to optically capture, such as when the point is dark relative to at least another of the two or more points or to an ambient lighting of objects within the radar field. Consider, for example, the user 102 of FIG. 1, if he or she were in a dark room, or some part of his or her fingers were shaded or obscured, even by other fingers, they could be difficult to capture optically or in RF with some convention RF techniques.

These antennas 216 can be configured as a dipole antenna, a parabolic antenna, a helical antenna, a monopole antenna, and so forth. In some embodiments, the antennas 216 are constructed on-chip (e.g., as part of an SoC), while in other embodiments, the antennas 216 are separate components, metal, hardware, etc. that attach to, or are included within, the radar system 212. The placement, size, and/or shape of the antennas 212 can be chosen to enhance a specific transmission pattern or diversity scheme, such as a pattern or scheme designed to capture information about a fine-gesture performed by a user's hand.

The digital signal processor 218 generally represents digitally capturing and processing a signal. For instance, the digital signal processor 218 samples analog RF signals received by the antennas 216 to generate digital samples that represent the RF signals, and then processes these samples to extract information about the target object. Alternately or additionally, the digital signal processor 218 controls the configuration of signals generated and transmitted by the radar-emitting element 214 and/or antennas 216, such as configuring a plurality of signals to form a specific diversity scheme like a beamforming diversity scheme. In some cases, the digital signal processor 218 receives input configuration parameters that control an RF signal's transmission parameters (e.g., frequency channel, power level), such as through the APIs 210. In turn, the digital signal processor 218 modifies the RF signal based upon the input configuration parameter. At times, the signal processing functions of the digital signal processor 218 are included in a library of signal processing functions or algorithms that are also accessible and/or configurable via the APIs 210. The digital signal processor 218 can be implemented in hardware, software, firmware, or any combination thereof.

Among other things, the machine-learning component 220 receives information processed or extracted by the digital signal processor 218, and uses that information to classify or recognize various aspects of the target object. In some cases, the machine-learning component 220 applies one or more algorithms to probabilistically determine which gesture has occurred given an input signal and previously learned gesture features. As in the case of the digital signal processor 218, the machine-learning component 220 can include a library of multiple machine-learning algorithms, such as a Random Forrest algorithm, deep-learning algorithms (e.g., artificial neural network algorithms, convolutional neural net algorithms), clustering algorithms, Bayesian algorithms, and so forth. The machine-learning component 220 can be trained on how to identify various gestures using input data that consists of example gesture(s) to learn. In turn, the machine-learning component 220 uses the input data to learn what features can be attributed to a specific gesture. These features are then used to identify when the specific gesture occurs. In some embodiments, the APIs 210 can be used to configure the machine-learning component 220 and/or its corresponding algorithms.

The user control and VR library 222 represents data used by the digital signal processor 218, the machine-learning component 220, and/or modules of FIG. 2, to identify a target object and/or user control actions or movements performed by the target object. For instance, the user control and VR library 222 can store signal characteristics, or characteristics about a target object that are discernable from a signal, such as a particular person's fingers. By so doing, these objects can be tracked and also differentiated from other signals, such as those of a person's arm or hand.

In addition, certain data stored in user control and VR library 222 may be altered before it is stored or used, so that personally identifiable information is removed. For example, a user's identity may be treated so that no personally identifiable information can be determined for the user, or a user's geographic location may be generalized where location information is obtained (such as to a city, postal code, or state/province level), so that a particular location of a user cannot be determined. Thus, the user may have control over what information is collected about the user, how that information is used, and what information is provided to the user.

Generally, the fine-motion tracking module 224 is configured to track one or more points within a radar field effective to track user actions. These actions can be with a virtual object, such as a VR/AR controller. As noted, these tracked user actions include fine-motions in a millimeter or sub-millimeter range. To do so, the fine-motion tracking module 224 may determine displacement or velocity of a point, or a relative displacement or velocity between points, determined from a radar signal representing reflections of one or more points within the radar field. In the case of a single point, the fine-motion tracking module 224 is configured to differentiate the point from other points, and then, based on an energy and velocity of the part of the signal associated with the point, determine a velocity of the point and a displacement if desired. In the case of multiple points, the fine-motion tracking module 224 is configured to determine a relative displacement or velocity between a first and second point of the multiple points. At least one of these points is associated with a user, though another point can be something touched by the user, such as a stylus, or relative to the user, such as an object near or worn by the user. The fine-motion tracking module 224 is able to spatially resolve the first and second points to provide at least a relative velocity or displacement of the points relative to each other or some third point, even if one of those points is obscured or occluded. As noted in part above, the resolving can be at a resolution finer than a wavelength of the radar field provided by the radar system. Thus, as the wavelength is a constraint of the hardware of the system, the techniques described herein overcome that hardware constraint.

In more detail, the fine-motion tracking module 224 may determine a relative displacement by measuring a radial distance for each of the first and second points using a time delay between transmittal of the radar field and receiving the radar signal, measuring a radial velocity through an observed Doppler frequency for each of the first and second points, and measuring a reflected energy for each of the first and second points. This may be performed instead or in conjunction by components of the radar system 212 as well. Assume, for example, that the radar signal includes two sets of data, each set of data from one of two radar emitter-antenna pairs. In such a case, measuring the radial velocity can be through a range-Doppler map for one of the first or second points, per set of data. Also, this relative displacement can be calculated over a time series effective to track the first and second points over multiple relative displacements over time.

The fine-motion tracking module 224 may also, prior to determining the displacement, distinguish the point or points. In some cases this is performed by tracking temporal changes in the radar signal. This distinguishing can be performed by determine a micro-Doppler centroid for each point of interest, respectively. Thus, distinguishing points can be based on one of the first or second point having a different characteristic to a signal associated with the one of the first or second points than another signal associated with another of the first or second points.

In the case of occlusions, the fine-motion tracking module 224 can distinguish points prior to one of the points being optically occluded by tracking the points over time and then determining that one of the points is optically occluded based on an alteration of a characteristic of a signal associated with the optically occluded point. With this alteration known, further distinguishing and tracking can be performed based on the altered characteristic of the signal associated the occluded point. And, when the point that is occluded ceases to be occluded this change to the signal can also be noted, and back and forth. Thus, fingers performing an in-the-air action can be tracked prior to occlusion, then when one finger is occluded by another finger or some object, the controller can track that point as an occluded point based on the altered signal. When that finger is no longer occluded by the other finger or object, the finger is tracked with the alteration no longer preset.

Consider, for example, FIG. 3, which illustrates a user's hand 302 (shown in side view 302-1 and bottom view 302-2), an index finger 304, and a middle finger 306. Note that points are reflected in the radar field, and thus the superposition of reflections includes wrist, thumb, finger, palm, and fingertips. This example shows that a portion of a user can be occluded (occluded portion 308) and still tracked, though sometimes no part is occluded. This example also shows an antenna 310 of radar system 312, shown as a peripheral of a computing device 314. The techniques, here through the fine-motion tracking module 224 of FIG. 2, can track any of the parts of the user's hand, even those that are small in size and tracked even to millimeter or sub-millimeter resolutions. Other aspects of FIG. 3 are described in the context of methods discussed below.

Returning to FIG. 2, generally, the VR/AR control module 226 is configured to enable, at least visually, fine-motion control of a VR/AR world using the tracked fine motions of the fine-motion tracking module 224. Thus, while the VR/AR control module 226 may present an object or other control visually for a user to interact with, and even be reactive to the user control, the VR/AR control module 226 does not necessarily cause the control of the VR or AR world. Instead, any of the modules of FIG. 2 may act to cause the control, either through passing the tracking information via APIs or otherwise. In more detail, the VR/AR control module 226 presents a VR/AR controller within a virtual world or augmented-reality viewport and alters an orientation of the VR/AR controller in real time and with fine-motion appearance changes. Returning to FIG. 1, the controller may present the wheel or number pad, and show a user's interactions with it (if VR) or its changes (both VR and AR).

Any of the modules may pass a control input caused by the user action. In some cases this is responsive to the VR/AR controller being moved or altered to a control orientation. Examples include turning a wheel just enough to turn a virtual reality car or a small wheel enough move down a volume on a real-world stereo from 14 volume units to 13 volume units (e.g., see FIG. 1). In other cases it is a binary control orientation, such as pressing a virtual button (e.g., see FIG. 1).

The action that causes the alteration to the VR/AR control can be many different types and sizes, from fine motion, millimeter-scale control of a level or button or wheel, a partially-occluded in-the-air gesture of a hand and fingers, a user slashing with a virtual sword, or even jumping or dodging to avoid a VR game-world snare. The VR/AR control module 226, in some cases, recognizes movements that are previously cataloged or simply determine the motion and pass the motion in a format usable by one of the applications 208 through the APIs 210. A fine motion of sliding a small virtual slider or a large of putting up a virtual shield up to deflect a virtual blow need not be cataloged or a previously known gesture or action. Some actions and movements, however, are known and, in such cases, the VR/AR library 222 is used to determine the particular command or action desired by the movement. Thus, the user control need not be a particular gesture, but may instead by a movement, e.g., that the user 102 has turned a virtual flight simulator control some number of degrees in a direction and then pulled the control toward himself or herself five millimeter for a slight turn and thrust of the virtual plane.

Generally, the user representation module 228 is configured to present, in the virtual world, a portion of a user performing the user actions interacting with the VR/AR controller. This not only allows for fine motions and accurate displacements of a user's actions, but also permits the user to see his or her actions as they change the VR/AR controller, providing valuable feedback. The user representation module 228 may also determine a user's representation based on a displacement or relative displacement of points associated with the user, which may include data that is solely in the millimeter scale but may also include data that is of a larger scale, whether provided by the radar system or other sensing system. Thus, the user representation module 228 may determine fine motions based on displacement or motion from the fine-motion tracking module 224, but may also, from the radar system or even an optical or IR camera, receiving data indicating a user's stance, position, or large motions.

In more detail, the user representation module 228 is configured to determine a location in three dimensions, or relative to a user, for one or more points based on a displacement or relative displacement between points. All of the user's positions of each part of the user can be with fine motion and displacement. In some cases, however, data from another entity that indicates a position of the user may be used. Thus, assume that the user representation module 228 knows a user's general body location of feet, legs, arms, and centroid of a hand (but not detail of the hand) from a lower-resolution system, such as conventional RF techniques. Based on this, the user representation module 228 may place the fingers for the hand based on the fine displacement from the described advanced radar techniques, and well as their fine, real-time movement for the hand With this, the game or VR world is given sufficient information to accurately place the user and the user's fine motions in the game or VR world.

The computing device 202 may also include one or more network interfaces 230 for communicating data over wired, wireless, or optical networks and a display 232. The network interface 230 may communicate data over a local-area-network (LAN), a wireless local-area-network (WLAN), a personal-area-network (PAN), a wide-area-network (WAN), an intranet, the Internet, a peer-to-peer network, point-to-point network, a mesh network, and the like. The display 232 can be integral with the computing device 202 or associated with it, such as with the desktop computer 202-6.

Having described the computing device 202 in accordance with one or more embodiments, now consider example methods for fine motion VR/AR control using radar.

Example Method

FIG. 4 depicts a method 400 for fine-motion VR/AR control using radar. This method is shown as sets of blocks that specify operations performed but are not necessarily limited to the order or combinations shown for performing the operations by the respective blocks. In portions of the following discussion reference may be made to FIGS. 1-3 and 5-7, reference to which is made for example only. The techniques are not limited to performance by one entity or multiple entities operating on one device, or those described in these figures.

At 402, a radar field is provided, such as shown in FIG. 3 at radar field 316 and FIG. 5. The radar field can be provided by a simple radar system, including existing WiFi radar, and need not use complex, multi-emitter or multi-antenna, or narrow-beam scanning radars. Instead, a broad beam, full contiguous radar field can be used, such as 57-64 or 59-61 GHz, though other frequency bands, even sounds waves, can be used.

At 404, a VR/AR controller is presented within a virtual world or an augmented-reality viewport. This controller can be shown in three or two dimensions, as in some cases a sheet-like two dimensional control can be valuable, such as when various layers of control are desired (e.g., stacked layers of controls). This can be presented prior to, or after receiving some input or movement from a user, such as an in-the-air gesture to select a virtual keyboard or other type of controller be virtually presented.

At 406, user actions interacting with the VR/AR controller are tracked. These tracked interactions can include fine-motions in a millimeter or sub-millimeter range, though larger motions and displacements can also be tracked. Tracking user actions can be performed in one or more of the many examples provided above. Thus, a radar signal representing a superposition of reflections of points of a user's hand, etc., within the radar field is received. Examples of this are shown in FIG. 3 and FIG. 6.

At 408, an orientation of the VR/AR controller is altered responsive to and corresponding to the tracked user actions. This orientation change can be in many degrees of freedom, from various lateral movements, twists, turns, and so forth, with both velocity and displacement shown. These alterations can be in real time and with fine-motion appearance changes, such as changes in the millimeter or sub-millimeter range. Thus, if a user moves his hand five millimeters right while holding a virtual staff, the VR/AR controller is shown moving that virtual staff five millimeters, and in real time. By so doing, the VR/AR world looks and behaves like the real world.

Optionally, at 410, a user is represented and his or her movements are shown. This is not required in the AR world, though in the VR world this representation makes the virtual world appear more real and responsive. Thus, the VR/AR control module 226 can present the VR/AR controller within the VR world while showing a portion of a user performing the user actions interacting with the VR/AR controller, such as the user's body, hands, and fingers. The representation can be shown in contact with the VR/AR controller, such as is shown in FIG. 1.

At 412, responsive to the altered orientation of the VR/AR controller corresponding to a control orientation, a control input corresponding to the control orientation is passed to an application or entity. This pass of the control input is effective to control the virtual world, the augmented-reality world, or an application or device external to the virtual world or the augment-reality world. Thus, it turns down a real-world stereo, drives a real-world car, or controls a VR or AR game. In some cases this passing is instead simple control of the entity, application, or VR/AR environment.

Through operations of method 400 and as noted above, relative dynamics are extracted from the radar signal representing the superposition of the reflections of multiple points within the radar field. These relative dynamics indicate a displacement of points relative one to another, from which fine-motions and larger movements can be determined, though a single point can also be tracked. As noted above, in some cases extracting relative dynamics from the superposition determines micro-Doppler centroids for the points. These micro-Doppler centroids enable computationally light super-resolution velocity estimates to be determined. Thus, the computational resources needed are relatively low compared to conventional radar techniques, further enabling use of these RF-based fine-motion techniques in small or resource-limited devices, such as some wearable devices and appliances. Not only can these techniques be used on resource-limited devices, but the computationally light determination can permit faster response to a user action, such as in real time as a small, fine motion to move a VR/AR controller.

Further, the RF-based fine-motion techniques, by using micro-Doppler centroids, permits greater robustness to noise and clutter than use of Doppler profile peaks. To increase resolution, the fine-motion tracking module 224 may use the phase change of the radar signal to extract millimeter and sub-millimeter displacements for high-frequency movements of the points.

Example RF Signal Propagation

Having discussed example apparatuses and methods for fine-motion VR/AR control using radar, the discussion now turns to example manners in which RF radar can be used. Consider FIG. 5, which illustrates a simple example of RF source-wave propagation, and a corresponding reflected-wave propagation. The following discussion has been simplified, and is not intended to describe all technical aspects of RF source-wave propagation, reflected-wave propagation, or user actions and representations.

Environment 500 includes a source device 502 and an object 504. The source device 502 includes an emitter/receive antenna 506, which generally represents functionality configured to transmit and receive electromagnetic waves in the form of an RF signal. The emitter/receiver antenna 506 can be coupled to a source, such as a radar-emitting element (e.g., the radar-emitting element 214), to achieve transmission of a signal. In this example, the source device 502 transmits a series of RF pulses, illustrated here as the RF pulse 508-1, the RF pulse 508-2, and the RF pulse 508-3. As indicated by their ordering and distance from the source device 502, the RF pulse 508-3 is transmitted first in time, followed by the RF pulse 508-2, and then the RF pulse 508-1. For discussion purposes, these RF pulses have the same pulse width, power level, and transmission periodicity between pulses, but another suitable type of signal with alternate configurations can be transmitted without departing from the scope of the claimed subject matter.

Generally speaking, electromagnetic waves can be characterized by the frequency or wavelength of their corresponding oscillations. Being a form of electromagnetic radiation, RF signals adhere to various wave and particle properties, such as reflection. When an RF signal reaches an object, it will undergo some form of transition. Specifically, there will be some reflection off the object. The environment 500 also illustrates the reflection of RF pulses 508-1, 2, and 3 reflecting off of the object 504, where an RF pulse 510-1 corresponds to a reflection originating from the RF pulse 508-1 reflecting off of the object 504, the RF pulse 510-2 corresponds to a reflection originating from the RF pulse 508-2, and so forth. In this simple case, the source device 502 and the object 504 are stationary, and the RF pulses 508-1, 2, and 3 are transmitted via a single antenna (the antenna 506) over a same RF channel, and are transmitted directly towards the object 504 with a perpendicular impact angle. Similarly, the RF pulses 510-1, 2, and 3 are shown as reflecting directly back to the source device 502, rather than with some angular deviation. However, as one skilled in the art will appreciate, these signals can alternately be transmitted or reflected with variations in their transmission and reflection directions based upon the configuration of the source device 502, the object 504, transmission parameters, variations in real-world factors, and so forth. Upon receiving and capturing the RF pulses 510-1, 2, and 3, the source device 502 can then analyze the pulses, either individually or in combination, to identify characteristics related to the object 504. For example, the source device 502 can analyze all of the received RF pulses to obtain temporal information and/or spatial information about the object 504. Accordingly, the source device 502 can use knowledge about a transmission signal's configuration (such as pulse widths, spacing between pulses, pulse power levels, phase relationships, and so forth), and further analyze a reflected RF pulse to identify various characteristics about the object 504, such as size, shape, movement speed, movement direction, surface smoothness, material composition, and so forth.

Now consider FIG. 6, which builds upon the above discussion of FIG. 5. FIG. 6 illustrates example environment 600 in which multiple antenna are used to ascertain information about a target object. The environment 600 includes the source device 602 and a target object, shown here as hand 604. Generally speaking, the source device 602 includes antennas 606 to transmit and receive multiple RF signals. In some embodiments, the source device 602 includes the radar system 212 and modules of FIG. 2. The antennas 606 correspond to the antennas 216. While the source device 602 in this example includes four antennas, other suitable number of antennas can be used. Each antenna of the antennas 606 is used by the source device 602 to transmit a respective RF signal (e.g., antenna 606-1 transmits RF signal 608-1, antenna 606-2 transmits RF signal 608-2, and so forth). As discussed above, these RF signals can be configured to form a specific transmission pattern or diversity scheme when transmitted together. For example, the configuration of the RF signals 608, as well as the placement of the antennas 606 relative to a target object, can be based upon beamforming techniques to produce constructive interference or destructive interference patterns, or alternately configured to support triangulation techniques. At times, the source device 602 configures the RF signals 608 based upon an expected information extraction algorithm, as further described below.

When the RF signals 608 reach the hand 604, they generate reflected RF signals 610. Similar to the discussion of FIG. 5 above, the source device 602 captures these reflected RF signals, and then analyzes them to identify various properties or characteristics of the hand 604, such as a millimeter-scale movement. For instance, in this example, the RF signals 608 are illustrated with the bursts of the respective signals being transmitted synchronously in time. In turn, and based upon the shape and positioning of the hand 604, the reflected signals 610 return to the source device 602 at different points in time (e.g., the reflected signal 610-2 is received first, followed by the reflected signal 610-3, then the reflected signal 610-1, and then the reflected signal 610-4). The reflected signals 610 can be received by the source device 602 in any suitable manner. For example, the antennas 606 can each receive all of the reflected signals 610, or receive varying subset combinations of the reflected signals 610 (e.g., the antenna 606-1 receives the reflected signal 610-1 and the reflected signal 610-4, the antenna 606-2 receives the reflected signal 610-1, the reflected signal 610-2, and the reflected signal 610-3, etc.).

Thus, each antenna can receive reflected signals generated by transmissions from another antenna. By analyzing the various return times of each reflected signal, the source device 602 can determine shape and corresponding distance information associated with the hand 604. When reflected pulses are analyzed over time, the source device 602 can additionally discern movement. Thus, by analyzing various properties of the reflected signals, as well as the transmitted signals, various information about the hand 604 can be extracted, as further described below. It is to be appreciated that the above example has been simplified for discussion purposes, and is not intended to be limiting.

As in the case of FIG. 5, FIG. 6 illustrates the RF signals 608 as propagating at a 90° angle from the source device 602 and in phase with one another. Similarly, the reflected signals 610 each propagate back at a 90° angle from the hand 604 and, as in the case of the RF signals 608, are in phase with one another. However, as one skilled in the art will appreciate, more-complex transmission signal configurations, and signal analysis on the reflected signals, can be utilized, examples of which are provided above and below. In some embodiments, the RF signals 608 can each be configured with different directional transmission angles, signal phases, power levels, modulation schemes, RF transmission channels, and so forth. These differences result in variations between the reflected signals 610. In turn, these variations each provide different perspectives of the target object which can be combined using data fusion techniques to yield a better estimate of the hand 604, how it is moving, its three-dimensional (3D) spatial profile, a corresponding user action, and so forth.

Example Computing System

FIG. 7 illustrates various components of an example computing system 700 that can be implemented as any type of client, server, and/or computing device as described with reference to the previous FIGS. 1-6 to implement fine-motion VR/AR control using radar.

The computing system 700 includes communication devices 702 that enable wired and/or wireless communication of device data 704 (e.g., received data, data that is being received, data scheduled for broadcast, data packets of the data, etc.). Device data 704 or other device content can include configuration settings of the device, media content stored on the device, and/or information associated with a user of the device (e.g., an identity of an actor performing an action). Media content stored on the computing system 700 can include any type of audio, video, and/or image data. The computing system 700 includes one or more data inputs 706 via which any type of data, media content, and/or inputs can be received, such as human utterances, interactions with a radar field, user-selectable inputs (explicit or implicit), messages, music, television media content, recorded video content, and any other type of audio, video, and/or image data received from any content and/or data source.

The computing system 700 also includes communication interfaces 708, which can be implemented as any one or more of a serial and/or parallel interface, a wireless interface, any type of network interface, a modem, and as any other type of communication interface. Communication interfaces 708 provide a connection and/or communication links between the computing system 700 and a communication network by which other electronic, computing, and communication devices communicate data with the computing system 700.

The computing system 700 includes one or more processors 710 (e.g., any of microprocessors, controllers, and the like), which process various computer-executable instructions to control the operation of the computing system 700 and to enable techniques for, or in which can be embodied, fine-motion VR/AR control using radar. Alternatively or in addition, the computing system 700 can be implemented with any one or combination of hardware, firmware, or fixed logic circuitry that is implemented in connection with processing and control circuits, which are generally identified at 712. Although not shown, the computing system 700 can include a system bus or data transfer system that couples the various components within the device. A system bus can include any one or combination of different bus structures, such as a memory bus or memory controller, a peripheral bus, a universal serial bus, and/or a processor or local bus that utilizes any of a variety of bus architectures.

The computing system 700 also includes computer-readable media 714, such as one or more memory devices that enable persistent and/or non-transitory data storage (in contrast to mere signal transmission), examples of which include random access memory (RAM), non-volatile memory (e.g., any one or more of a read-only memory (ROM), flash memory, EPROM, EEPROM), and a disk storage device. A disk storage device may be implemented as any type of magnetic or optical storage device, such as a hard disk drive, a recordable and/or rewriteable compact disc (CD), any type of a digital versatile disc (DVD), and the like. The computing system 700 can also include a mass storage media device (storage media) 716 and the user control and VR radar system 212 and its various components.

The computer-readable media 714 provides data storage mechanisms to store the device data 704, as well as various device applications 718 and any other types of information and/or data related to operational aspects of the computing system 700. For example, an operating system 720 can be maintained as a computer application with the computer-readable media 714 and executed on the processors 710. The device applications 718 may include a device manager, such as any form of a control application, software application, signal-processing and control module, code that is native to a particular device, an abstraction module or gesture module and so on. The device applications 718 also include system components, engines, or managers to implement fine-motion VR/AR control using radar, such as the fine-motion tracking module 224, the VR/AR control module 226, and the user representation module 228.

The computing system 700 may also include, or have access to, one or more of radar systems, such as the radar system 212 having the radar-emitting element 214 and the antennas 216. While not shown, one or more components of the fine-motion tracking module 224, the VR/AR control module 226, or the user representation module 228 may be operated, in whole or in part, through hardware or firmware.

CONCLUSION

Although techniques using, and apparatuses including, fine-motion virtual-reality or augmented-reality control using radar have been described in language specific to features and/or methods, it is to be understood that the subject of the appended claims is not necessarily limited to the specific features or methods described. Rather, the specific features and methods are disclosed as example implementations of ways in which to determine fine-motion virtual-reality or augmented-reality control using radar. 

We claim:
 1. A computer-implemented method for fine-motion virtual-reality (VR) or augmented-reality (AR) control, the computer-implemented method comprising: presenting a VR/AR object within a VR world or an AR viewport; tracking a user interaction with the VR/AR object, the user interaction including a fine-motion in a millimeter or sub-millimeter range, the tracking comprising: receiving a radar signal representing a superposition of reflections of two or more spatially separated points over time within a radar field provided by a radar system; calculating a first radial distance for a first point of the points at a first time based on the received radar signal; calculating a first radial velocity for the first point at the first time using an observed Doppler frequency for the first point at the first time; calculating a second radial distance for the first point at a second time based on the received radar signal; calculating a second radial velocity for the first point at the second time using an observed Doppler frequency for the first point at the second time; determining a movement of the first point between the first and second times based on the first and second radial distances and first and second radial velocities; and establishing the user interaction based on the determined movement of the first point; altering the VR/AR object in real time corresponding to the user interaction; and passing a control input corresponding to the user interaction effective to control the VR world, the AR viewport, or an application or device external to the VR world or the AR viewport.
 2. The computer-implemented method of claim 1, wherein: the VR/AR object comprises a number pad or virtual keyboard; and the user interaction is a button press on the number pad or the virtual keyboard.
 3. The computer-implemented method of claim 1, wherein the method is performed by smart glasses or VR goggles.
 4. The computer-implemented method of claim 1, wherein: the VR/AR object is a button, knob, or slider; and the user interaction is a press of the button, a turn of the knob, or a movement of the slider.
 5. The computer-implemented method of claim 1, wherein: the VR/AR object is a steering wheel; and the user interaction is a turn of the steering wheel.
 6. The computer-implemented method of claim 1, wherein the user interaction is a selection corresponding to the VR/AR object.
 7. The computer-implemented method of claim 1, wherein the VR/AR object is superimposed on a real world object such that the user interaction corresponds to the real world object.
 8. The computer-implemented method of claim 1, wherein the radar signal is received through fabric.
 9. The computer-implemented method of claim 8, wherein the method is performed by a computing device that is disposed in a pocket or bag of a user performing the user interaction.
 10. The computer-implemented method of claim 1, wherein a portion of a user that performs the user interaction is viewable by the user through the AR viewport.
 11. The computer-implemented method of claim 10, wherein the portion of the user is one or more hands of the user.
 12. The computer-implemented method of claim 1, further comprising displaying a visual indication of the user interaction with the VR/AR object in real time corresponding to the user interaction.
 13. The computer-implemented method of claim 12, wherein the displaying the visual indication comprises altering an appearance of the VR/AR object.
 14. The computer-implemented method of claim 13, wherein the altering the appearance of the VR/AR object comprises changing a color of a portion of the VR/AR object.
 15. The computer-implemented method of claim 1, wherein: the tracking further comprises: calculating a first radial distance for a second point of the points at the first time based on the received radar signal; calculating a first radial velocity for the second point at the first time using an observed Doppler frequency for the second point at the first time; calculating a second radial distance for the second point at the second time based on the received radar signal; calculating a second radial velocity for the second point at the second time using an observed Doppler frequency for the second point at the second time; and determining a movement of the second point between the first and second times based on the first and second radial distances and first and second radial velocities for the second point; and the establishing the user interaction is further based on the determined movement of the second point.
 16. The computer-implemented method of claim 15, wherein the first point is on a hand of a user that performs the user interaction and the second point is not on a portion of the user.
 17. The computer-implemented method of claim 15, wherein the first and second points are on a hand of a user that performs the user interaction.
 18. The computer-implemented method of claim 17, wherein the first point is on a first finger of the hand of the user and the second point is on a second finger of the hand of the user.
 19. The computer-implemented method of claim 18, wherein the user interaction comprises the first finger crossing the second finger.
 20. The computer-implemented method of claim 15, wherein the first point is visually obscured from a computing device that performs the method.
 21. The computer-implemented method of claim 19, wherein the first point is visually obscured by the second point.
 22. A computer-implemented method for fine-motion virtual-reality (VR) or augmented-reality (AR) control, the computer-implemented method comprising: presenting a VR/AR object within a VR world or an AR viewport; tracking a user interaction with the VR/AR object, the user interaction including a fine-motion in a millimeter or sub-millimeter range, the tracking comprising: receiving a radar signal representing a superposition of reflections of two or more spatially separated points over time within a radar field provided by a radar system; distinguishing the spatially separated points by determining respective Doppler centroids for the points; determining a movement of a first point of the points between first and second times based on spatially resolving the first point at the first and second times; and establishing the user interaction based on the determined movement of the first point; altering the VR/AR object in real time corresponding to the user interaction; and passing a control input corresponding to the user interaction effective to control the VR world, the AR viewport, or an application or device external to the VR world or the AR viewport.
 23. The computer-implemented method of claim 22, wherein: the VR/AR object comprises a number pad or virtual keyboard; and the user interaction is a button press on the number pad or the virtual keyboard.
 24. The computer-implemented method of claim 22, wherein the method is performed by smart glasses or VR goggles.
 25. The computer-implemented method of claim 22, wherein: the VR/AR object is a button, knob, or slider; and the user interaction is a press of the button, a turn of the knob, or a movement of the slider.
 26. The computer-implemented method of claim 22, wherein: the VR/AR object is a steering wheel; and the user interaction is a turn of the steering wheel.
 27. The computer-implemented method of claim 22, wherein the user interaction is a selection corresponding to the VR/AR object.
 28. The computer-implemented method of claim 22, wherein the VR/AR object is superimposed on a real world object such that the user interaction corresponds to the real world object.
 29. The computer-implemented method of claim 22, wherein the radar signal is received through fabric.
 30. The computer-implemented method of claim 29, wherein the method is performed by a computing device that is disposed in a pocket or bag of a user performing the user interaction.
 31. The computer-implemented method of claim 22, wherein a portion of a user that performs the user interaction is viewable by the user through the AR viewport.
 32. The computer-implemented method of claim 31, wherein the portion of the user is one or more hands of the user.
 33. The computer-implemented method of claim 22, further comprising displaying a visual indication of the user interaction with the VR/AR object in real time corresponding to the user interaction.
 34. The computer-implemented method of claim 33, wherein the displaying the visual indication comprises altering an appearance of the VR/AR object.
 35. The computer-implemented method of claim 34, wherein the altering the appearance of the VR/AR object comprises changing a color of a portion of the VR/AR object.
 36. The computer-implemented method of claim 22, wherein: the tracking further comprises determining a movement of a second point of the points between the first and second times based on spatially resolving the second point at the first and second times; and the establishing the user interaction is further based on the determined movement of the second point.
 37. The computer-implemented method of claim 36, wherein the first point is on a hand of a user that performs the user interaction and the second point is not on a portion of the user.
 38. The computer-implemented method of claim 36, wherein the first and second points are on a hand of a user that performs the user interaction.
 39. The computer-implemented method of claim 38, wherein the first point is on a first finger of the hand of the user and the second point is on a second finger of the hand of the user.
 40. The computer-implemented method of claim 39, wherein the user interaction comprises the first finger crossing the second finger.
 41. The computer-implemented method of claim 36, wherein the first point is visually obscured from a computing device that performs the method.
 42. The computer-implemented method of claim 41, wherein the first point is visually obscured by the second point. 